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Which devices are supported?: IFEN YogaMaster VR is compatible with Meta Quest 2 (formerly Oculus Quest 2) and Oculus Go.
Is a Facebook account required?: Yes. A free Facebook account is required to access and use the application on supported Meta/Oculus devices.
Can the VR experience cause nausea?: In some cases, VR use can temporarily cause nausea or discomfort, especially if certain settings (such as the zoom distance for zoom-based feedback) are configured too high. To reduce this risk, the app includes a "dimmer" mode designed to provide a more comfortable and stable experience.
How can the IFEN YogaMaster VR app be purchased? To purchase the IFEN YogaMaster VR app, simply place your order directly with us. After payment has been confirmed, your access details will be sent to you via email. As soon as you put on the Meta Quest 2 headset, an invitation to download and install the app will appear.
How does the Reward Prediction Error (RPE) support neurofeedback training in IFEN Yoga Master?
IFEN YogaMaster is a criteria-based neurofeedback game designed around the Reward Prediction Error (RPE), where rewards are directly tied to maintaining the target brain state in real time. The criteria bar provides continuous feedback, and meeting a criterion instantly generates visible meditation, points (including 100-point milestones), and special visual and auditory effects, while failing to meet a criterion reliably removes these results. Trainer-set thresholds remain constant within a session, and levels become progressively more challenging, helping to maintain a stable yet learnable reward structure across repeated training sessions.
Neurofeedback is understood as a self-regulation process based on reinforcement learning, in which self-regulation is acquired through contingent feedback.
Motivation, the salience of the reinforcer, and sustained engagement are considered important moderators of learning success. Since the subjective motivational value of feedback can vary between individuals and decrease with repeated exposure, the adaptive design of feedback environments is discussed as an approach to maintain effective reinforcement.
Against this background, offering multiple feedback or game options can be understood as a theoretically sound strategy to support engagement, reduce habituation effects, and maintain the reinforcing value of feedback across training sessions, thereby potentially promoting the stability of learning and the transfer of effects (Schwartz & Andrasik, 2016; Enriquez-Geppert et al., 2017; Lubianiker et al., 2022; Sitaram et al., 2024).
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